Exemple #1
0
from sys import platform
from psychopy import sound,core,visual,event
if platform=="win32": from psychopy import _parallel
import pyglet.media
#sound.setEventPollingPeriod(0.0001) #this gives priority to sound over drawing but isn't necessary

winType = 'pyglet'
LPT1 = 0x378#address for parallel port on many machines
pinNumber = 2#choose a pin to write to (2-9).  

#black window
win = visual.Window([800,800], rgb=-1, winType=winType)
win.update()#draw black screen
white = visual.PatchStim(win, tex=None, rgb=1)#and create white patch to detect with diode

#if pygame has been initialised this will be a pygame sound, otherwise pyglet    
A = sound.Sound(400,secs=0.08,bits=16,sampleRate=44100)  
A.setVolume(0.6)
#make screen white then play sound and set parallel high
white.draw(); win.update()
A.play()
if platform=="win32": _parallel.out(LPT1, 2**(pinNumber-2))#sets just this pin to be high (pin2 represent databit 0, pin3=bit1...)    

win.update()#draw black screen and set parallel low
if platform=="win32": _parallel.out(LPT1, 0)#sets all pins low
core.wait(2)#wait for sound to finish

core.quit()
from psychopy import *
from psychopy import _parallel
import pygame

win=visual.Window([600,600])
win.update()

LPT1 = 0x378#address for parallel port 
_parallel.out(LPT1, 0)#set all pins low

pygame.event.clear()

##this takes 22-26ms
#while True:
#    pygame.event.pump()
#    if len(event.getKeys()):#psychopy's event module
#        break 

##this takes 22-24ms (not using  a buffer but direct current keys)
#while True:    
#    pygame.event.pump()
#    keys = pygame.key.get_pressed()[0:100]
#    if sum(keys)>0: break
 
##mouse is sometimes quicker, but more variable (ranges 15-25ms)
while True:
    pygame.event.pump()
    if sum(pygame.mouse.get_pressed())>0:
        break

_parallel.out(LPT1, 1)#set pin 2 high  
from psychopy import *
from psychopy import _parallel
import pygame

win = visual.Window([600, 600])
win.update()

tick = sound.Sound('tada', secs=0.01)
LPT1 = 0x378  #address for parallel port
_parallel.out(LPT1, 0)  #set all pins low

pygame.event.clear()

##this takes 22-26ms
#while True:
#    pygame.event.pump()
#    if len(event.getKeys()):#psychopy's event module
#        break

##this takes 22-24ms (not using  a buffer but direct current keys)
#while True:
#    pygame.event.pump()
#    keys = pygame.key.get_pressed()[0:100]
#    if sum(keys)>0: break

##mouse is sometimes quicker, but more variable (ranges 15-25ms)
while True:
    pygame.event.pump()
    if sum(pygame.mouse.get_pressed()) > 0:
        break
Exemple #4
0
if platform == "win32": from psychopy import _parallel
import pyglet.media
#sound.setEventPollingPeriod(0.0001) #this gives priority to sound over drawing but isn't necessary

winType = 'pyglet'
LPT1 = 0x378  #address for parallel port on many machines
pinNumber = 2  #choose a pin to write to (2-9).

#black window
win = visual.Window([800, 800], rgb=-1, winType=winType)
win.update()  #draw black screen
white = visual.PatchStim(win, tex=None,
                         rgb=1)  #and create white patch to detect with diode

#if pygame has been initialised this will be a pygame sound, otherwise pyglet
A = sound.Sound(400, secs=0.08, bits=16, sampleRate=44100)
A.setVolume(0.6)
#make screen white then play sound and set parallel high
white.draw()
win.update()
A.play()
if platform == "win32":
    _parallel.out(LPT1, 2**(
        pinNumber - 2
    ))  #sets just this pin to be high (pin2 represent databit 0, pin3=bit1...)

win.update()  #draw black screen and set parallel low
if platform == "win32": _parallel.out(LPT1, 0)  #sets all pins low
core.wait(2)  #wait for sound to finish

core.quit()